Today's lesson: a six million poly mesh = bad on my PC. I really want those poly's tho to get some complex, deep bark on that skin - I may have to be content with a final product that's for mid-range viewing only. Next: wrapping vines around the limbs, and work out how to do the leaves, plus some refining sculpture.
Below, an initial test for bark-skin surface. Combo of some heavy application of negative gouging, cavity occulsion, and a nice bone material shader (not that I think this is working well...).
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